Gudalanmu
Original mod by Linskentry/fire_turtle(Original Fossic post (https://www.fossic.org/forum.php?mod=viewthread&tid=497&extra=page%3D1%26filter%3Dlastpost%26orderby%3Dlastpost%26sortid%3D1))
(https://i.imgur.com/ADfidN3.png)
Download link for translated ver: Google Drive (https://drive.google.com/uc?export=download&id=14ofSbuB1RQIlq_NLoBQAJ40x7GZiptv9)
Save compatible
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0), GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0)
Faction blurb:
Aliens from a distant galaxy, the Gudalanmu's homeworlds had been completely destroyed by an unknown enemy. They formed three wandering fleets, which each fled to a different direction; the second of those fleets was destined for the safety of the Persean Sector. The second fleet finally arrived in the Sector after a voyage of dozens of centuries. In order to get a firm foothold in the Sector, the Gudalanmu began to have dealings with humans, but it became clear that humanity is not unified; so the conflicts with the Gudalanmu are still ongoing.
Gudalanmu are best described as a high-tech faction, making extensive use of energy weapons and some missiles, with few ballistic-capable mounts and fewer in-faction ballistic weapons. You can find them in the Mosta system, north-east of the Core Worlds.
Previews:
Static Image Previews(Large Image Warnings):
Spoiler
(https://i.imgur.com/O5msHco.jpeg)
(https://i.imgur.com/h0UfnOb.png)
GIF previews:
Spoiler
With the GIFs taken directly from the mod's Fossic post, the text in these will still be in Chinese.
(https://i.imgur.com/HdaGvDa.gif)
(https://i.imgur.com/ri08ocB.gif)
(https://i.imgur.com/LMUmVuP.gif)
Credits:
DeepL: Being the machine translation software I used
Discord Folks: Proofreading from an outside perspective (special mention to Nightly#2967)
And of course:
Linskentry/fire_turtle for making this mod
Changelog:
Spoiler
0.25.3
Added new small missile wep, Light Smartcannon
Modified the guidance of the twin smartcannon, damage 200>250
Removed the trails from the Smartcannons
Added emp to all smartcannon
0.25.2
Mass projector: damage 30>35, flux/shot 30>28
Metal crusher: flux/shot 100>90
OP cost of jetstream mrm, lr smartcannon, and twin smartcannon 12>10
DPS of PD Tri-laser 135>225
Flux/shot Micro Pulse Beam 175>135
Focused Pulse beam: burst/beam dps 350/500>490/700
fixed wrong version number in mod_info
fixed incorrect mount locations on Harbor
increased the Memoriam's top speed 60>85
increased Bruteforce armor 600>700
Increased Alignment dp 13>15
increased Shrill OP cost 10>12
Reduced tri-light OP cost 12>10
0.25.1
Modified engine graphics on the arrowhead
0.25
Spine: pair of small energy changed to small hybrid
new kinetic MRM: Jetstream
New medium energy PD: PD Tri-laser
Revival: now only has 1 charge for pulse accel
Tripwire OP cost 12>10
Gudalanmu Autopulse Cannon RPM 15>25
Twin Smartcannon OP cost 13>12
Clusterstorm Blasters have 50 points of emp added to each projectile
Tungsten Bar Torpedo Launcher range 1400>1600
Modified color for Solar Lance
0.24:
Built-in weapons have been strengthened:
Spinal Supernova Cannon DPH 500->800
Starbreaker Mining Pulser DPH 170->255, range 700->800
Starbreaker Mining Pulser (C) range 700->800
Pickaxe-class cruiser:
Deployment points 23->20
Slot changes:
2 medium energies to small missiles
other mediums changed to hybrid
Spine deployment points 22 -> 20
Bruteforce deployment points 25->22
Gudalanmu Autopulse Cannon:
Refire delay 0.3->0.25s
Projectile speed 1100->1500
Flux/shot 125->120
Translation:
Mindfulness renamed Memoriam
Ironhead renamed Steelhead
Blunt renamed Bruteforce
0.23:
Added a new NPC-only portrait
LR Smart Fusion Cannon:
Ammo regen rate reduced
Projectile durability 300->250
Pulse acceleration duration 3->5s
Spinal Supernova Cannon pierces missiles
Solar Lance color altered
More simulator variants
Proof of authorization:
Spoiler
(https://i.imgur.com/5l2aHfg.png)
P.S. If there are any notable translation issues, please notify me. As far as bugs and other issues: I already fixed the default_ship_roles.json file (and notified the original mod author), but anything else is either unknown to me or beyond my ability to fix.